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Added line about shader compilation.
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robertosfield committed Feb 20, 2023
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Expand Up @@ -16,7 +16,8 @@ The VulkanSceneGraph project is comprised of the main VulkanSceneGraph library (
* Coherent Object model with easy to use and extend serialization, including native binary and ascii file support for all scene graph objects.
* C++ classes that encapsulate Vulkan Graphics and Compute C API in robust and convenient form, with robust resource management, including serialization support. Complexities and verbose setup usually associated with Vulkan are all dealt with for you so you can concentrate on your compute and graphics tasks.
* Vulkan extensions for ray tracing and mesh shading.
* Built in GLSL and SPIR-V shaders for Physics Based Rendering. phong and flat shading and text rendering with #pragma(tic) shader composition support.
* Built in GLSL and SPIR-V shaders for Physics Based Rendering. phong and flat shading and text rendering.
* GLSL shader compilation to SPIR-V, using compiled in [glslang](https://github.com/vsg-dev/glslang), so users don't need to convert offline and can leverage #pragma(tic) shader composition.
* Class design focused on performance of scene graph operations by minimizing CPU bottlenecks: optimizing data density, layout, cache coherency and minimizing branching leading to better utilization of modern CPU and memory architectures. Traversals through to IO operations can be up to 10 times faster than the OpenSceneGraph.
* Optimized scene graph performance has been essential for making the most of the performance that Vulkan itself provides over OpenGL/DirectX, benchmarks on large databases show 3 to 20 X performance improvements over OpenSceneGraph/OpenGL.
* Multi-threading support at the viewer level, file loading and database paging.
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